Water breathing?

Post » Thu Oct 07, 2010 6:16 am

I want to add water breathing to power armor, as I assume that it features a sealed shell and most likely an internal air source.

I tried adding WaterBreathing to the EnchPowerArmorHelmet Object Effect, but soon drowned during a dip in the river
I tried adding a IsSwimming condition, but still no luck.

Does this effect work, and if so, how?

On a related note, is there any way to disable swimming while wearing power armor?
It just seems silly being able to happily briastroke while wearing a heavy metal suit!
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Felix Walde
 
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Post » Thu Oct 07, 2010 11:05 am

I don't think there is a way to disable swimming to be honest. Fundamental features of the game cannot be disabled for the sake of realism. :)

As for Waterbreathing, it is possible via perks at the very least, but maybe it doesn't work on items?

Someone who knows more will be able to tell you.
Hey, how much does Power Armor weigh anyway? I weigh 300 pounds, and I can swim in water. :)
So someone who weighs 120-140 carrying 75 pounds of Power Armor should be able to swim too.

Not to mention if you really want to go that route, you might as well disable swimming for people carrying more than 150 pounds in their backpack.
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Liv Brown
 
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Post » Thu Oct 07, 2010 9:07 am

Hey, how much does Power Armor weigh anyway? I weigh 300 pounds, and I can swim in water. :)
So someone who weighs 120-140 carrying 75 pounds of Power Armor should be able to swim too.


It's a density + boyancy issue relative to the density of water. A wooden log that weights 100 lbs is going to float . . . a steel ball that weights 100 lbs is going to sink. Likewise, you float/swim because your density is less than water, you hold air in your lungs, etc... wearing 75lbs of metal is going to dramatically increase your density relative to water, and you'd most assuredly sink.
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Leilene Nessel
 
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Post » Thu Oct 07, 2010 4:34 pm

Okay. Fine. Semantics.

However, I don't know if there is a way to remove swimming. It's kind of like removing VATS, or Hand to Hand or something.
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Rusty Billiot
 
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Post » Thu Oct 07, 2010 7:48 am

It's a density + boyancy issue relative to the density of water. A wooden log that weights 100 lbs is going to float . . . a steel ball that weights 100 lbs is going to sink. Likewise, you float/swim because your density is less than water, you hold air in your lungs, etc... wearing 75lbs of metal is going to dramatically increase your density relative to water, and you'd most assuredly sink.

Though I've always assumed PA was a closed unit - meaning it has it's own air supply, drasticly reducing it's density and perhaps allowing one to swim :D
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Elizabeth Falvey
 
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Post » Thu Oct 07, 2010 3:38 pm

Though I've always assumed PA was a closed unit - meaning it has it's own air supply, drasticly reducing it's density and perhaps allowing one to swim :D


Yes, for all we know there are little floation devises built in :)
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sally coker
 
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Post » Thu Oct 07, 2010 2:41 pm

It would have to have an awful lot of flotation devices, or an awful lot of air stored in the power armour to float.

Try adding a perk with a condition IsSwimming and IsEquipped . . and effect of water breather
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Allison Sizemore
 
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Post » Thu Oct 07, 2010 4:10 am

the P/A has floaties on the arms and legs!
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Emily Jones
 
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Post » Thu Oct 07, 2010 8:45 am

In case of emergency your Power Armor maybe used as a floatation device.


I would have to agree that adding a water-breathing perk while power armor is equipped could be the easiest solution. To disable swimming you may have to change the water itself rather than trying to add something to the armor.
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Oscar Vazquez
 
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Post » Thu Oct 07, 2010 11:13 am

Actually, i've used a working breather mask in some mod, which allowed unlimited underwater swimming (until you died of radiation ppoisoning). And in my understanding, a Power Armor with helmet on is supposed to be completely sealed system, so it should be more or less safe for underwater exploring.
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marina
 
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Post » Thu Oct 07, 2010 2:43 am

In case of emergency your Power Armor maybe used as a floatation device.


I would have to agree that adding a water-breathing perk while power armor is equipped could be the easiest solution. To disable swimming you may have to change the water itself rather than trying to add something to the armor.

Modern ADS diving suits(http://www.youtube.com/watch?v=dt47NxQmDKU&feature=related can manage neutral boyuancy, but they are massively bulky and require multiple thrusters to move around with even minimal mobility. No way are you briast-stroking in an armored tin can!
I figured it would be a major hassle to disable the swimming, but that was just an after thought in any case.

As to the water breathing though, I'm not sure how to add a waterbreathing perk to a piece of equipment like a PA helmet.
Adding as an object effect doesnt seem to work.

Can someone explain how to manage this?
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Aaron Clark
 
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Post » Thu Oct 07, 2010 4:01 pm

Begin OnEqiup

AddSpell.Spellname

End

Begin OnUnequip

the oppostie.

Not sure about the syntax there though.
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Emily Jones
 
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Post » Thu Oct 07, 2010 9:01 am

I see what you're going for here, but you can't really compare something as bulky as a NEWT suit to something that probably weighs a lot, lot less, in this case, Power Armor, what is it, a Max of 75 pounds? That bulky NEWT probably weighs twice that at least.

I mean, you couldn't even hold anything reliably in the NEWT, however, you can wield guns with Power Armor. So, really, I don't see Power Armor being that absurdly bulky.

Yes, swimming in it would be nearly impossible, but you have to realize, A. It's a video game universe,(Also, Realism, in video games? Madness! Seriously, don't get me started on this.) and B. We don't have power armor in real life, maybe it affects your muscles in a way so you can actually swim in it? I don't know. Seems like advanced Tech can do better than a NEWT. :)

Fun fact: You can actually swim in lava. There's just the whole dying by burning alive thing you need to worry about. :)
Wait, if an liquid is very dense, like mercury, it allows you to float on it better. Now, I'm confused.
Also, I'd like to say that I'm not trying to drive you mad or anything.
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Valerie Marie
 
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Post » Thu Oct 07, 2010 2:28 pm

So you can't swim in lava then?

And yes, things would float better on mercury.
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Brian LeHury
 
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Post » Thu Oct 07, 2010 6:51 am

Well, I think you could swim in lava. I can't recommend this unless you become immune to fire though. :)
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Austin Suggs
 
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Post » Thu Oct 07, 2010 7:00 pm

Wait, if an liquid is very dense, like mercury, it allows you to float on it better. Now, I'm confused.


Correct. Floatation is the result of density disparity, Weight and Mass are irrelevant. 10 pounds of ice will float in 5 pounds of water, even though ice is water. :)

I had actually assumed that water breathing was part of Power Armor when I first got the game, imagine my surprise. I do think it would be cool to have power armor act like a diving suit and you could just walk around on the bottom of the Potomac. Then there could be new locations added that are only accessable from underwater, kinda like the "secret" underwater entrances to the back half of Rivet City or the Anchorage Memorial. But I don't see an easy way of disabling swimming on the fly.
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Carlitos Avila
 
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Post » Thu Oct 07, 2010 8:43 am

That, and mercury is so dense that a thousand pound anvil made of steel floats in a bathtub of mercury. :)

Yeah, I will fully go aboard on the water breathing as a part of the Power Armor train.
The no swimming train? I don't know.
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Sophie Louise Edge
 
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Post » Thu Oct 07, 2010 8:48 am

Correct. Floatation is the result of density disparity, Weight and Mass are irrelevant. 10 pounds of ice will float in 5 pounds of water, even though ice is water. :)

Archimedes' Principle. A thing will float if it weighs less than the volume of surrounding media it displaces.
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Kortknee Bell
 
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Post » Thu Oct 07, 2010 10:28 am

Archimedes' Principle. A thing will float if it weighs less than the volume of surrounding media it displaces.


I think enabling water breathing only works through a script not a magic effect.

I can't remember the exact syntax but its something like:

player.setAV WaterBreathing 1

1= on, 0 = off

On your second point you can't really stop actors swimming but you could change the speed at which they move. Think that is player.setAV speedMult or something but to get it to change the actor speed you have to equip and unequip an item. I normally add an invisible non-playable token which is forcibly equipped on the actor to make the new speedMult take effect.
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xemmybx
 
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Post » Thu Oct 07, 2010 1:06 pm

Probably should have been in the GECK forum instead. :shrug:

Put this script on your power armor helmet.

scn myArmorBreatherScriptbegin OnEquip Player	player.AddSpell MirklurkWaterBreathingendbegin OnUnequip Player	player.RemoveSpell MirklurkWaterBreathingend


Or you might use this instead.

begin OnEquip Player	player.setActorValue WaterBreathing 1endbegin OnUnequip Player	player.setActorValue WaterBreathing 0end

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Talitha Kukk
 
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Post » Thu Oct 07, 2010 7:53 am

When applying scripts to armour that uses http://geck.gamesas.com/index.php/OnEquip and/or http://geck.gamesas.com/index.php/OnUnequip blocks, I usually find that scripted object effects using http://geck.gamesas.com/index.php/ScriptEffectStart and http://geck.gamesas.com/index.php/ScriptEffectFinish blocks work better. The effect ends up being the same, but whereas http://geck.gamesas.com/index.php/OnEquip blocks aren't triggered when an item is equipped via http://geck.gamesas.com/index.php/EquipItem, http://geck.gamesas.com/index.php/ScriptEffectStart blocks are.

Cipscis
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Emmanuel Morales
 
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Post » Thu Oct 07, 2010 10:59 am

It would be really nice to get a dive suit thing going. And the sorts of dungeons people could make. The underwater world of Fallout seems so bland.

Though, how can you nerf a dive suit? Require energy cells for the "oxygen converter", and it chews threw them? Or a fission battery that lasts a bit longer, or something. Since they seem to be harder to get ahold of.
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Avril Louise
 
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Post » Thu Oct 07, 2010 1:32 pm

Though, how can you nerf a dive suit? Require energy cells for the "oxygen converter", and it chews threw them? Or a fission battery that lasts a bit longer, or something. Since they seem to be harder to get ahold of.


There is also radiation to consider.


Archimedes' Principle. A thing will float if it weighs less than the volume of surrounding media it displaces.


Ah I stand corrected. My 10 pounds of ice would need about 9 pounds of water to actually float.
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tegan fiamengo
 
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